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Forum Index : Microcontroller and PC projects : (MM/DM/UBW32) Invaders
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vasi Guru Joined: 23/03/2007 Location: RomaniaPosts: 1697 |
Gameduino... Hobbit name: Togo Toadfoot of Frogmorton Elvish name: Mablung Miriel Beyound Arduino Lang |
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Olimex Senior Member Joined: 02/10/2011 Location: BulgariaPosts: 226 |
my offer is still open ... ;) |
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darthmite Senior Member Joined: 20/11/2011 Location: FrancePosts: 240 |
Hi, @ Olimex, Thank you for the offers mate , but i will never get material from someone if I'm not sure that i will get the time to develop something interesting on it. What is sure is that i will develop other game for the MM board in the little time i have free after my work. All you have to do is to convert them that they work on your new hardware. All the source i provide is 100% FREE FOR ALL , then don't think i will made negative comment or something like that. My target is that every can use the MM or clone or what you want as a jump to the world of fun Cheers. Darth. Theory is when we know everything but nothing work ... Practice is when everything work but no one know why ;) |
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Olimex Senior Member Joined: 02/10/2011 Location: BulgariaPosts: 226 |
darthmite I understood your message from your first post, it's Vasi who was keep asking and I didn't want to be unpolite no problem to convert your games, it's always pleasure and I start writing small basic code on DuinoMite which reads your MM3.0 basic code with labels from the sd-card, add numbers and replace the labels with numbers, then save on the sd-card so they can be run on DuinoMite without problem now working on replacing automatically PRINT @ to LOCATE + PRINT |
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Olimex Senior Member Joined: 02/10/2011 Location: BulgariaPosts: 226 |
Greetings from Germany! The Embedded World starts tomorrow and on our booth we will have DuinoMite-Mega with Wii-Nunchuck, so yesterday evening I modified DarthMite's Invaders and made corrections now it works now both with keyboard and Wii-nunchuck. Modified code is here: 2012-02-28_043013_INV-WII.zip I'll take some pictures tomorrow of people playing on our booth :) |
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JohnS Guru Joined: 18/11/2011 Location: United KingdomPosts: 3800 |
Good luck, I'm sure it's already been a lot of work! John |
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iandaus Newbie Joined: 02/03/2012 Location: AustraliaPosts: 3 |
My no-name clone Wii Nunchuck arrived a few days ago. Quite a bargain. I just cut the cable and soldered some pins to the ends for use with my CGMMSTICK1 and breadboard. To test it I used WII_Demo (excellent program, tks) and INV-WII, also an interesting program for those with longer memories! Initially I had some problems getting it to work properly with the INV-WII game. I seem to have now got it functioning OK. In case others have the same Nunchuck and are interested there were two issues I encountered. 1 Connection. My Nunchuck was wired as follows (different from other posts): SDA Blue SCL Yellow 3.3v Red Gnd White 2 Read data I2C Operation I don't know if this is standard operation (not having another nunchuck to compare with) but when I2C data is read the first time (centred) after power is applied the Joy_X and Joy_Y are both 0. Any subsequent reads (centred) are both 139. Because of this the INV-WII code sets the centre offset differently the first time it is run from the second and subsequent runs. On my setup this means the game works once after power up and then the "cannon" is stuck on the left. A fix is to power down the nunchuck before each game, or change the code. My changes were: Existing code: 6260 i2cWii = &h52 ' Wii Nunchuck address 6270 I2CEN 400, 100 ' Enable I2C 6280 I2CSEND i2cWii, 0, 2, &hF0, &h55 Replacement code: 6260 i2cWii = &h52 ' Wii Nunchuck address 6270 I2CEN 400, 100 ' Enable I2C 6280 I2CSEND i2cWii, 0, 2, &hF0, &h55 I2CSEND i2cWii, 0, 2, &hFB, &h0 'added 24/3/12 (not sure this is necessary) I2CSEND i2cWii, 0, 1, &h0 'added 24/3/12 as first read after I2CRCV i2cWii, 0, 6, RDBuff(0) ' power up X=0 then =139 subsequently pause 100 ' so make an extra read Existing code: 6400 Joy_Left = (Joy_X <100) 6410 Joy_Right = (Joy_X >200) Replacement code: 6400 Joy_Left = (Joy_X <-100) 'changed 24/3/12 6410 Joy_Right = (Joy_X >100) 'changed 24/3/12 Cheers Ian |
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Olimex Senior Member Joined: 02/10/2011 Location: BulgariaPosts: 226 |
Hi Ian actually the problem was that the first Wii read is always dummy and reads 0 adding one more read in the Wii setup solves the problem. 2012-04-10_043145_SPACE-INVADERS-WII.zip attached file works fine with Nunchuk and MOD-Wii on UEXT |
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